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javascript - 如何在 WebGL 中旋转单个形状

转载 作者:行者123 更新时间:2023-11-29 10:27:44 30 4
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在过去的一周里,我一直在摸不着头脑,试图理解 WebGL 中的旋转形状。我正在绘制 3 个从它们自己的函数中调用的形状。函数的基本结构有点像这样:

function drawShape(vertices) {

var a = vertices.length / 2;
gl.bindBuffer(gl.ARRAY_BUFFER, bufferId);
gl.bufferData(gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW);

var vPosition = gl.getAttribLocation(program, "vPosition");

gl.vertexAttribPointer(vPosition, 2, gl.FLOAT, false, 0, 0);
gl.enableVertexAttribArray(vPosition);


gl.drawArrays(gl.TRIANGLE_FAN, 0, a);
}

现在我在调用每个形状函数的地方渲染了。有点像这样:

function render() {
angleInRadians += 0.1;
gl.viewport(0, 0, canvas.width, canvas.height);
gl.clearColor(0, 0, 0, 1);
gl.clear(gl.COLOR_BUFFER_BIT);

drawShape1();
drawShape2();

matrix = mat.rotation(angleInRadians);

gl.uniformMatrix3fv(matrixLocation, false, matrix);

requestAnimFrame( render );

}

旋转函数是:

rotation: function(angle) {
var a = Math.cos(angle);
var b = Math.sin(angle);
return [
a,-b, 0,
b, a, 0,
0, 0, 1,
];
},

我一直试图让 3 个形状中的 1 个形状旋转。我尝试在绘制我想要旋转的形状的函数中的 drawArrays 之前使用 uniform3fv,但所有形状都随之旋转。如何只旋转一个形状?

最佳答案

首先,在初始化时上传顶点数据并在渲染时使用它通常更为常见。您发布的代码是在渲染时上传顶点数据。在初始时间而不是渲染时间查找属性位置也更常见。

换句话说你有这个

function drawShape(vertices) {

var a = vertices.length / 2;
gl.bindBuffer(gl.ARRAY_BUFFER, bufferId);
gl.bufferData(gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW);

var vPosition = gl.getAttribLocation(program, "vPosition");

gl.vertexAttribPointer(vPosition, 2, gl.FLOAT, false, 0, 0);
gl.enableVertexAttribArray(vPosition);


gl.drawArrays(gl.TRIANGLE_FAN, 0, a);
}

但这样做会更常见

const attribs = {
vPosition: gl.getAttribLocation(program, "vPosition"),
};

const shape = createShape(vertices);

...

drawShape(attribs, shape);

function createShape(vertices) {
const bufferId = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, bufferId);
gl.bufferData(gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW);
return {
bufferId,
numVertices: vertices.length / 2,
};
}

function drawShape(attribs, shape) {
gl.bindBuffer(gl.ARRAY_BUFFER, shape.bufferId);
gl.vertexAttribPointer(attribs.vPosition, 2, gl.FLOAT, false, 0, 0);
gl.enableVertexAttribArray(attrib.vPosition);

gl.drawArrays(gl.TRIANGLE_FAN, 0, shape.numVertices);
}

或类似的东西。

您可能还会在初始时间查找制服并传入制服并将它们设置在 drawShape 中,或者不在 drawShape 中。主要是对 gl.bufferDatagl.getUniformLocationgl.getAttribLocation 的调用通常发生在初始时间

接下来,您需要为每个形状设置一次制服。

matrix = mat.rotation(angleInRadiansForShape1);  
gl.uniformMatrix3fv(matrixLocation, false, matrix);
drawShape1();

matrix = mat.rotation(angleInRadiansForShape2);
gl.uniformMatrix3fv(matrixLocation, false, matrix);
drawShape2();

但是你需要添加的不仅仅是旋转,否则所有的形状都会出现在同一个地方。

旋转矩阵围绕原点 (0,0) 旋转。如果你想围绕其他点旋转,你可以平移你的顶点。您可以通过将旋转矩阵与平移矩阵相乘来做到这一点。

很难展示如何去做,因为它需要一个数学库,而且每个库使用数学库的方式都不同。

This article描述了如何使用本文中创建的函数来乘以矩阵。

要移动旋转点,您可以这样做。

var matrix = m3.projection(gl.canvas.clientWidth, gl.canvas.clientHeight);    
matrix = m3.translate(matrix, whereToDrawX, whereToDrawY);
matrix = m3.rotate(matrix, angleToRotate);
matrix = m3.translate(matrix, offsetForRotationX, offsetForRotationY);

我通常是从下到上阅读的,所以它是

  1. m3.translate(matrix, offsetForRotationX, offsetForRotationY) = 平移顶点,使它们的原点位于我们想要旋转的位置。例如,如果我们有一个从 0 到 10 横向和 0 到 20 向下的盒子,我们想在右下角旋转,那么我们需要将右下角移动到 0,0,这意味着我们需要平移 -10,-20这样右下角就在原点。

  2. m3.rotate(matrix, angleToRotate) = 旋转

  3. m3.translate(matrix, whereToDrawX, whereToDrawY) = 将其翻译到我们实际想要绘制的位置。

  4. m3.projection(gl.canvas.clientWidth, gl.canvas.clientHeight) = 从像素转换为裁剪空间

例子:

"use strict";

function main() {
// Get A WebGL context
/** @type {HTMLCanvasElement} */
var canvas = document.getElementById("canvas");
var gl = canvas.getContext("webgl");
if (!gl) {
return;
}

// setup GLSL program
var program = webglUtils.createProgramFromScripts(gl, ["2d-vertex-shader", "2d-fragment-shader"]);

// look up where the vertex data needs to go.
var positionLocation = gl.getAttribLocation(program, "a_position");

// lookup uniforms
var colorLocation = gl.getUniformLocation(program, "u_color");
var matrixLocation = gl.getUniformLocation(program, "u_matrix");

// Create a buffer to put positions in
var positionBuffer = gl.createBuffer();
// Bind it to ARRAY_BUFFER (think of it as ARRAY_BUFFER = positionBuffer)
gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
// Put geometry data into buffer
setGeometry(gl);

const shapes = [
{
translation: [50, 75],
scale: [0.5, 0.5],
rotationOffset: [0, 0], // top left corner of F
angleInRadians: 0,
color: [1, 0, 0, 1], // red
},
{
translation: [100, 75],
scale: [0.5, 0.5],
rotationOffset: [-50, -75], // center of F
angleInRadians: 0,
color: [0, 1, 0, 1], // green
},
{
translation: [150, 75],
scale: [0.5, 0.5],
rotationOffset: [0, -150], // bottom left corner of F
angleInRadians: 0,
color: [0, 0, 1, 1], // blue
},
{
translation: [200, 75],
scale: [0.5, 0.5],
rotationOffset: [-100, 0], // top right corner of F
angleInRadians: 0,
color: [1, 0, 1, 1], // magenta
},
];

requestAnimationFrame(drawScene);

// Draw the scene.
function drawScene(time) {
time *= 0.001; // seconds

webglUtils.resizeCanvasToDisplaySize(gl.canvas);

// Tell WebGL how to convert from clip space to pixels
gl.viewport(0, 0, gl.canvas.width, gl.canvas.height);

// Clear the canvas.
gl.clearColor(0, 0, 0, 0);
gl.clear(gl.COLOR_BUFFER_BIT);

// draw a single black line to make the pivot clearer
gl.enable(gl.SCISSOR_TEST);
gl.scissor(0, 75, 300, 1);
gl.clearColor(0, 0, 0, 1);
gl.clear(gl.COLOR_BUFFER_BIT);
gl.disable(gl.SCISSOR_TEST);

// Tell it to use our program (pair of shaders)
gl.useProgram(program);

// Turn on the attribute
gl.enableVertexAttribArray(positionLocation);

// Bind the position buffer.
gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);

// Tell the attribute how to get data out of positionBuffer (ARRAY_BUFFER)
var size = 2; // 2 components per iteration
var type = gl.FLOAT; // the data is 32bit floats
var normalize = false; // don't normalize the data
var stride = 0; // 0 = move forward size * sizeof(type) each iteration to get the next position
var offset = 0; // start at the beginning of the buffer
gl.vertexAttribPointer(
positionLocation, size, type, normalize, stride, offset);

for (const shape of shapes) {
shape.angleInRadians = time;

// set the color
gl.uniform4fv(colorLocation, shape.color);

// Compute the matrices
var matrix = m3.projection(gl.canvas.clientWidth, gl.canvas.clientHeight);
matrix = m3.translate(matrix, shape.translation[0], shape.translation[1]);
matrix = m3.scale(matrix, shape.scale[0], shape.scale[1]);
matrix = m3.rotate(matrix, shape.angleInRadians);
matrix = m3.translate(matrix, shape.rotationOffset[0], shape.rotationOffset[1]);

// Set the matrix.
gl.uniformMatrix3fv(matrixLocation, false, matrix);

// Draw the geometry.
var primitiveType = gl.TRIANGLES;
var offset = 0;
var count = 18; // 6 triangles in the 'F', 3 points per triangle
gl.drawArrays(primitiveType, offset, count);
}
requestAnimationFrame(drawScene);
}
}

var m3 = {
projection: function(width, height) {
// Note: This matrix flips the Y axis so that 0 is at the top.
return [
2 / width, 0, 0,
0, -2 / height, 0,
-1, 1, 1
];
},

identity: function() {
return [
1, 0, 0,
0, 1, 0,
0, 0, 1,
];
},

translation: function(tx, ty) {
return [
1, 0, 0,
0, 1, 0,
tx, ty, 1,
];
},

rotation: function(angleInRadians) {
var c = Math.cos(angleInRadians);
var s = Math.sin(angleInRadians);
return [
c,-s, 0,
s, c, 0,
0, 0, 1,
];
},

scaling: function(sx, sy) {
return [
sx, 0, 0,
0, sy, 0,
0, 0, 1,
];
},

multiply: function(a, b) {
var a00 = a[0 * 3 + 0];
var a01 = a[0 * 3 + 1];
var a02 = a[0 * 3 + 2];
var a10 = a[1 * 3 + 0];
var a11 = a[1 * 3 + 1];
var a12 = a[1 * 3 + 2];
var a20 = a[2 * 3 + 0];
var a21 = a[2 * 3 + 1];
var a22 = a[2 * 3 + 2];
var b00 = b[0 * 3 + 0];
var b01 = b[0 * 3 + 1];
var b02 = b[0 * 3 + 2];
var b10 = b[1 * 3 + 0];
var b11 = b[1 * 3 + 1];
var b12 = b[1 * 3 + 2];
var b20 = b[2 * 3 + 0];
var b21 = b[2 * 3 + 1];
var b22 = b[2 * 3 + 2];
return [
b00 * a00 + b01 * a10 + b02 * a20,
b00 * a01 + b01 * a11 + b02 * a21,
b00 * a02 + b01 * a12 + b02 * a22,
b10 * a00 + b11 * a10 + b12 * a20,
b10 * a01 + b11 * a11 + b12 * a21,
b10 * a02 + b11 * a12 + b12 * a22,
b20 * a00 + b21 * a10 + b22 * a20,
b20 * a01 + b21 * a11 + b22 * a21,
b20 * a02 + b21 * a12 + b22 * a22,
];
},

translate: function(m, tx, ty) {
return m3.multiply(m, m3.translation(tx, ty));
},

rotate: function(m, angleInRadians) {
return m3.multiply(m, m3.rotation(angleInRadians));
},

scale: function(m, sx, sy) {
return m3.multiply(m, m3.scaling(sx, sy));
},
};

// Fill the buffer with the values that define a letter 'F'.
function setGeometry(gl) {
gl.bufferData(
gl.ARRAY_BUFFER,
new Float32Array([
// left column
0, 0,
30, 0,
0, 150,
0, 150,
30, 0,
30, 150,

// top rung
30, 0,
100, 0,
30, 30,
30, 30,
100, 0,
100, 30,

// middle rung
30, 60,
67, 60,
30, 90,
30, 90,
67, 60,
67, 90,
]),
gl.STATIC_DRAW);
}

main();
<canvas id="canvas"></canvas>
<!-- vertex shader -->
<script id="2d-vertex-shader" type="x-shader/x-vertex">
attribute vec2 a_position;

uniform mat3 u_matrix;

void main() {
// Multiply the position by the matrix.
gl_Position = vec4((u_matrix * vec3(a_position, 1)).xy, 0, 1);
}
</script>
<!-- fragment shader -->
<script id="2d-fragment-shader" type="x-shader/x-fragment">
precision mediump float;

uniform vec4 u_color;

void main() {
gl_FragColor = u_color;
}
</script>
<!--
for most samples webgl-utils only provides shader compiling/linking and
canvas resizing because why clutter the examples with code that's the same in every sample.
See http://webglfundamentals.org/webgl/lessons/webgl-boilerplate.html
and http://webglfundamentals.org/webgl/lessons/webgl-resizing-the-canvas.html
for webgl-utils, m3, m4, and webgl-lessons-ui.
-->
<script src="https://webglfundamentals.org/webgl/resources/webgl-utils.js"></script>

如果您不想移动旋转中心,只需删除与rotationOffset相关的最后一步

"use strict";

function main() {
// Get A WebGL context
/** @type {HTMLCanvasElement} */
var canvas = document.getElementById("canvas");
var gl = canvas.getContext("webgl");
if (!gl) {
return;
}

// setup GLSL program
var program = webglUtils.createProgramFromScripts(gl, ["2d-vertex-shader", "2d-fragment-shader"]);

// look up where the vertex data needs to go.
var positionLocation = gl.getAttribLocation(program, "a_position");

// lookup uniforms
var colorLocation = gl.getUniformLocation(program, "u_color");
var matrixLocation = gl.getUniformLocation(program, "u_matrix");

// Create a buffer to put positions in
var positionBuffer = gl.createBuffer();
// Bind it to ARRAY_BUFFER (think of it as ARRAY_BUFFER = positionBuffer)
gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
// Put geometry data into buffer
setGeometry(gl);

const shapes = [
{
translation: [50, 75],
scale: [0.5, 0.5],
rotationOffset: [0, 0], // top left corner of F
angleInRadians: 0,
color: [1, 0, 0, 1], // red
},
{
translation: [100, 75],
scale: [0.5, 0.5],
rotationOffset: [-50, -75], // center of F
angleInRadians: 0,
color: [0, 1, 0, 1], // green
},
{
translation: [150, 75],
scale: [0.5, 0.5],
rotationOffset: [0, -150], // bottom left corner of F
angleInRadians: 0,
color: [0, 0, 1, 1], // blue
},
{
translation: [200, 75],
scale: [0.5, 0.5],
rotationOffset: [-100, 0], // top right corner of F
angleInRadians: 0,
color: [1, 0, 1, 1], // magenta
},
];

requestAnimationFrame(drawScene);

// Draw the scene.
function drawScene(time) {
time *= 0.001; // seconds

webglUtils.resizeCanvasToDisplaySize(gl.canvas);

// Tell WebGL how to convert from clip space to pixels
gl.viewport(0, 0, gl.canvas.width, gl.canvas.height);

// Clear the canvas.
gl.clearColor(0, 0, 0, 0);
gl.clear(gl.COLOR_BUFFER_BIT);

// draw a single black line to make the pivot clearer
gl.enable(gl.SCISSOR_TEST);
gl.scissor(0, 75, 300, 1);
gl.clearColor(0, 0, 0, 1);
gl.clear(gl.COLOR_BUFFER_BIT);
gl.disable(gl.SCISSOR_TEST);

// Tell it to use our program (pair of shaders)
gl.useProgram(program);

// Turn on the attribute
gl.enableVertexAttribArray(positionLocation);

// Bind the position buffer.
gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);

// Tell the attribute how to get data out of positionBuffer (ARRAY_BUFFER)
var size = 2; // 2 components per iteration
var type = gl.FLOAT; // the data is 32bit floats
var normalize = false; // don't normalize the data
var stride = 0; // 0 = move forward size * sizeof(type) each iteration to get the next position
var offset = 0; // start at the beginning of the buffer
gl.vertexAttribPointer(
positionLocation, size, type, normalize, stride, offset);

for (const shape of shapes) {
shape.angleInRadians = time;

// set the color
gl.uniform4fv(colorLocation, shape.color);

// Compute the matrices
var matrix = m3.projection(gl.canvas.clientWidth, gl.canvas.clientHeight);
matrix = m3.translate(matrix, shape.translation[0], shape.translation[1]);
matrix = m3.scale(matrix, shape.scale[0], shape.scale[1]);
matrix = m3.rotate(matrix, shape.angleInRadians);
//matrix = m3.translate(matrix, shape.rotationOffset[0], shape.rotationOffset[1]);

// Set the matrix.
gl.uniformMatrix3fv(matrixLocation, false, matrix);

// Draw the geometry.
var primitiveType = gl.TRIANGLES;
var offset = 0;
var count = 18; // 6 triangles in the 'F', 3 points per triangle
gl.drawArrays(primitiveType, offset, count);
}
requestAnimationFrame(drawScene);
}
}

var m3 = {
projection: function(width, height) {
// Note: This matrix flips the Y axis so that 0 is at the top.
return [
2 / width, 0, 0,
0, -2 / height, 0,
-1, 1, 1
];
},

identity: function() {
return [
1, 0, 0,
0, 1, 0,
0, 0, 1,
];
},

translation: function(tx, ty) {
return [
1, 0, 0,
0, 1, 0,
tx, ty, 1,
];
},

rotation: function(angleInRadians) {
var c = Math.cos(angleInRadians);
var s = Math.sin(angleInRadians);
return [
c,-s, 0,
s, c, 0,
0, 0, 1,
];
},

scaling: function(sx, sy) {
return [
sx, 0, 0,
0, sy, 0,
0, 0, 1,
];
},

multiply: function(a, b) {
var a00 = a[0 * 3 + 0];
var a01 = a[0 * 3 + 1];
var a02 = a[0 * 3 + 2];
var a10 = a[1 * 3 + 0];
var a11 = a[1 * 3 + 1];
var a12 = a[1 * 3 + 2];
var a20 = a[2 * 3 + 0];
var a21 = a[2 * 3 + 1];
var a22 = a[2 * 3 + 2];
var b00 = b[0 * 3 + 0];
var b01 = b[0 * 3 + 1];
var b02 = b[0 * 3 + 2];
var b10 = b[1 * 3 + 0];
var b11 = b[1 * 3 + 1];
var b12 = b[1 * 3 + 2];
var b20 = b[2 * 3 + 0];
var b21 = b[2 * 3 + 1];
var b22 = b[2 * 3 + 2];
return [
b00 * a00 + b01 * a10 + b02 * a20,
b00 * a01 + b01 * a11 + b02 * a21,
b00 * a02 + b01 * a12 + b02 * a22,
b10 * a00 + b11 * a10 + b12 * a20,
b10 * a01 + b11 * a11 + b12 * a21,
b10 * a02 + b11 * a12 + b12 * a22,
b20 * a00 + b21 * a10 + b22 * a20,
b20 * a01 + b21 * a11 + b22 * a21,
b20 * a02 + b21 * a12 + b22 * a22,
];
},

translate: function(m, tx, ty) {
return m3.multiply(m, m3.translation(tx, ty));
},

rotate: function(m, angleInRadians) {
return m3.multiply(m, m3.rotation(angleInRadians));
},

scale: function(m, sx, sy) {
return m3.multiply(m, m3.scaling(sx, sy));
},
};

// Fill the buffer with the values that define a letter 'F'.
function setGeometry(gl) {
gl.bufferData(
gl.ARRAY_BUFFER,
new Float32Array([
// left column
0, 0,
30, 0,
0, 150,
0, 150,
30, 0,
30, 150,

// top rung
30, 0,
100, 0,
30, 30,
30, 30,
100, 0,
100, 30,

// middle rung
30, 60,
67, 60,
30, 90,
30, 90,
67, 60,
67, 90,
]),
gl.STATIC_DRAW);
}

main();
<canvas id="canvas"></canvas>
<!-- vertex shader -->
<script id="2d-vertex-shader" type="x-shader/x-vertex">
attribute vec2 a_position;

uniform mat3 u_matrix;

void main() {
// Multiply the position by the matrix.
gl_Position = vec4((u_matrix * vec3(a_position, 1)).xy, 0, 1);
}
</script>
<!-- fragment shader -->
<script id="2d-fragment-shader" type="x-shader/x-fragment">
precision mediump float;

uniform vec4 u_color;

void main() {
gl_FragColor = u_color;
}
</script>
<!--
for most samples webgl-utils only provides shader compiling/linking and
canvas resizing because why clutter the examples with code that's the same in every sample.
See http://webglfundamentals.org/webgl/lessons/webgl-boilerplate.html
and http://webglfundamentals.org/webgl/lessons/webgl-resizing-the-canvas.html
for webgl-utils, m3, m4, and webgl-lessons-ui.
-->
<script src="https://webglfundamentals.org/webgl/resources/webgl-utils.js"></script>

您可能还会找到 this article有用

关于javascript - 如何在 WebGL 中旋转单个形状,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/54580600/

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